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Daggerheart General Thread [+]
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<blockquote data-quote="Reynard" data-source="post: 9786928" data-attributes="member: 467"><p>Some general thoughts:</p><p></p><p>5th level DH characters can definitely pass for superheroes in a setting where they (and their villains) are the only powerful entities. A lot of it is imply embracing tropes, of course, but the ease with which some PCs can fly and how we can use Hope and Fear to steer the narration definitely make it easy. Some folks say mid to high level 5E characters feel like supers, but with DH you can actually do that intentionally.</p><p></p><p>There are definitely diminishing returns on numbers of players. I feel like 5 is the max comfortable and 4 would be better. This is driven a lot by the how Hope and Fear interact with enemy spotlights and other combat uses of Fear. Under the most basic Battle Math, you need a significant enemy per PC plus a couple groups of mooks. That eats up a lot of fear just for activation, so you have less available for special moves. What I did was make my villains Solo leaders and rely on brutes as lieutenants and have hordes and minions for the Leader to activate. If I stick with the supers motif, I will continue to experiment with ways to make it feel right.</p><p></p><p>That said, i think my next con game will be something more traditionally "adventure"-y. I want to see how the game runs and feels with fewer set pieces and more exploration in strange environments. That con game is in February, so i will shortly begin the process of running playtest games to get a feel for it. I am leaning toward doing that at 2nd level with a potential level bump at the table for the final session, but we will see.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9786928, member: 467"] Some general thoughts: 5th level DH characters can definitely pass for superheroes in a setting where they (and their villains) are the only powerful entities. A lot of it is imply embracing tropes, of course, but the ease with which some PCs can fly and how we can use Hope and Fear to steer the narration definitely make it easy. Some folks say mid to high level 5E characters feel like supers, but with DH you can actually do that intentionally. There are definitely diminishing returns on numbers of players. I feel like 5 is the max comfortable and 4 would be better. This is driven a lot by the how Hope and Fear interact with enemy spotlights and other combat uses of Fear. Under the most basic Battle Math, you need a significant enemy per PC plus a couple groups of mooks. That eats up a lot of fear just for activation, so you have less available for special moves. What I did was make my villains Solo leaders and rely on brutes as lieutenants and have hordes and minions for the Leader to activate. If I stick with the supers motif, I will continue to experiment with ways to make it feel right. That said, i think my next con game will be something more traditionally "adventure"-y. I want to see how the game runs and feels with fewer set pieces and more exploration in strange environments. That con game is in February, so i will shortly begin the process of running playtest games to get a feel for it. I am leaning toward doing that at 2nd level with a potential level bump at the table for the final session, but we will see. [/QUOTE]
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